Quick Gameplay Thoughts: May 9

Hi folks,
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**9.11 possible changes**
We've just done some initial planning for 9.11. Some of the things work will be going into below. As usual smaller balance changes will be assessed and added later in the patch cycle, so this will be far from a complete list. Overall we feel there aren't any large widespread balance issues at present (e.g. entire classes out of line or major game pacing problems) so changes will generally be on the smaller side. As a result we're also starting to shift more work towards investigating possible projects for preseason. More on those to come later in the year.
* Rageblade Followup
Rageblade changes (Phantom Hit every 3 attacks instead of 2, Pen to flat 15% rather than scaling by level) are on track for 9.10. We're not doing compensation changes to champs who might be affected until it's clear what sort of changes are or aren't necessary. Putting some time aside in advance, in particular to focus on any champs left in a terrible spot. Expectation is there'll likely be at least one champ who needs a bit of work, given the number of current Rageblade users.
* Yuumi Followup
Nothing too surprising here. As usual could also involve a quick micro patch just after Yuumi's launch if she's clearly way too strong or way too weak even for a just released champion. We generally want to give new champs a bit of time to settle down before making assumptions about balance stats, always possible a release will be sufficiently off the mark it's worth acting immediately though.
* Aatrox Followup
Less sure if we'll be doing work here or not, given the 9.9 changes are looking ok now post hotfix. Do need to see if they're in a reasonable spot for pro play, given one of the goals here was to lower power in pro relative to regular play so we could buff him for regular play.
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**Clash**
Should have an update on where things are up to and the plan going forward that we'll be sharing later this month. Apologies for some silence, we've been heads down working through some technical stuff.
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**Wukong changes in testing**
We've been working on a small (ish) gameplay update for Wukong for a bit. It's not finished yet, but at a stage where wider feedback would be really helpful. Plan is to put it on the PBE next week (probably Tuesday). That will come with an accompanying context post on what's changed and why, what's not changing, overall project goals etc. Overall the changes aren't a large departure from Wukong's current kit. The biggest mechanical change being tested is that his W clone now lasts a bit longer and auto attacks nearby enemies instead of exploding. Its attacks apply on hits and deal a proportion of Wukong's AD as damage.
After some time on PBE (2-4 weeks at a guess) we'll then pull the changes off PBE. Based off feedback received from that and some other testing we'll make a call on whether to proceed with the update or not. Timing of a release if so is still to be determined, wouldn't be immediate though, given need to go from a prototype made for testing purposes to a more polished version of the changes (visual effects adjustments, bug fixing, balance pass etc).
http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png

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